The spell summons 10d10 corgis into the area of effect. The corgis have no combat stats and cannot make attacks. When summoned, all creatures in the area of effect must succeed a Wisdom saving throw or gain the Fascinated condition until the spell ends (they're too busy playing with the adorable corgis). If more than 25 corgis were summoned, this saving throw is made at -2, if more than 50 corgis were summoned, this roll is made at disadvantage. Catfolk have advantage on this roll. Creatures who fail the save may make a new save at the end of each turn, creatures who make the save are immune to Corgi Swarm until their next long rest.
In addition, the area of effect is considered rough terrain for the duration of the spell (corgis like to get underfoot).
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